	#ifdef GL_FRAGMENT_PRECISION_HIGH
	precision highp float;
	#else
	precision mediump float;
	#endif

	uniform sampler2D texture0; //noise
	uniform sampler2D texture1; //texture map

	uniform float dampen;
	
	varying vec2 vTexCoord;

	void main(void)
	{
	// Get the alpha component for this shaft
	vec2 tex = vTexCoord.xy;
	vec4 fAlpha = texture2D( texture0, tex*12.0)*dampen;
	
	// Get the hair shaft color, and scale by the color scale
	vec4 fColor = texture2D( texture1, tex ) * fAlpha;
	

	// Return the calculated color
	gl_FragColor = fColor;// + fAlpha;
	}
